Mate-Engine/Assets/UMotionEditor/Manual/Introduction.html
shinyflvre 091ae7be88 Public Release X3.0b
# MateEngine X3.0

## Windows and Taskbar Sitting Rewrite

* Avatars sit more naturally on windows and the taskbar. Legs render in front while hair renders behind for a seamless look.
* Transitions between dragging and sitting are smoother.
* Alignment with windows and the taskbar improved. If a model looks off adjust **Y Offset** in settings. Some models may need minor manual tweaks due to different bone rigs.
* You can give headpats while the avatar sits. The avatar closes its eyes and shows sparkling particles. More headpat animations will be added later.
* The avatar no longer jumps off the taskbar when the Windows Start Menu or Search opens.
* You must hold the avatar for at least one second before it will sit to prevent accidental sits during fast moves.

## Feed System (Alpha)

* Avatars can drink. Press the middle mouse button to open the Food Radial menu. Spawn smoothies and bring them to the avatar to feed. This is an early access feature.
* When Spawning a Smoothie it will always spawn a Random smoothie! Keep in mind this feature is new and not perfect but i think it is a nice to have!

## Drag Smoothing

* Dragging the avatar feels smoother and more stable.
* A light smoothing effect was added to make dragging natural without noticeable delay.

## Taskbar Sitting Changes

* The circle menu is disabled while the avatar sits on the taskbar, showing only **Jump Off**.
* This prevents visual overlap from other UI while sitting.
* Moving the menu up while sitting increases cost, so it remains off for taskbar sitting but works normally on window sitting.

## Animation Changes

* Minor rotation adjustments to dragging animations.
* Improved transition timing for intimate animation for smoother flow.

## Minecraft Integration

MateEngine reacts to Minecraft events in real time. The avatar comments on gameplay, warns about danger, and celebrates victories.

### How it works

* Install the **MateSignal Forge mod** in Minecraft and run **MateEngine** on the same device or local network.
* MateSignal forwards in-game events to MateEngine so the avatar can display messages or play animations.
* Intended for singleplayer and private multiplayer use. Avoid competitive or official servers where live alerts could be an unfair advantage.

### Examples of reactions

* Day start: cheerful wake-up
* Night start: reminder to stay safe
* Nearby mobs: instant warnings for creepers, zombies, etc.
* Low health or hunger: worried or encouraging lines
* Crafting: excited comments
* Weather: reactions when rain starts
* Death: sad or comforting messages
* Biome discovery: happy or curious reactions
* Eating: cheering during meals
* Killing mobs: victory reactions

### Requirements

* Minecraft 1.21.10
* Forge Mod Loader
* MateSignal installed and integration enabled in MateEngine

## Dance Player Update

* Added **Lock Mode (Experimental)**. Enables camera tracking for dances that move the avatar far left or right so the window follows their motion.

## Hand Tracking Changes

* Hand tracking is more accurate to the mouse position.
* Reduced activation zone to prevent unwanted tracking on smaller avatars.

## Buy Option

* Added a buy button to the Minecraft Integration and Steam DLC categories. These buttons appear when running the free GitHub build.

## Bug Fixes

* Avatars no longer attach to windows or the taskbar while custom dances are active.
* Fixed avatar disappearing after sitting on minimized windows.
* Fixed incorrect positioning when a window closes.
* Fixed teleport when a window is maximized.

## Internal Changes

* Removed unused code to reduce missing script warnings.
* General cleanup and small performance adjustments.
2025-11-01 10:12:19 +01:00

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UMotion Manual
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<h1 class="headline1" id="">Introduction & Tips</h1><p class="textBlock">UMotion is a Unity Editor Extension that makes it possible to create animations for any 3D model (characters, monsters, guns,...) inside the Unity Editor offering similar features and workflows like famous 3D modeling applications.</p><p class="textBlock">UMotion projects are stored as <b>*.asset</b> files that can hold an unlimited number of animation clips. Animation clips are exported to Unity's proprietary <b>*.anim</b> file format and can be used in any Unity project when applied to an <a href="https://docs.unity3d.com/Manual/Animator.html" class="link">Animator Controller</a> or <a href="https://docs.unity3d.com/Manual/class-Animation.html" class="link">Animation Component (legacy)</a>.</p><p class="textBlock">Owners of <b>UMotion Professional</b> can import any existing animation (whether being a <b>motion captured animation</b> or an animation created in an <b>external modeling application</b>) to edit and to fine tune them.</p><h2 class="headline2" id="">Important Tips</h2><ul class="listMain">
<li class="listItem"><span class="listText">Always back-up your work on a regular basis. Even though UMotion has to pass extensive tests before being released, it may still be possible that a bug damages your project file. The use of a version control system like <a href="https://subversion.apache.org/" class="link">Subversion</a> or <a href="https://git-scm.com/" class="link">Git</a> is strongly recommended (see <a href="https://docs.unity3d.com/Manual/ExternalVersionControlSystemSupport.html" class="link">Unity Manual - Version Control System</a>).</span></li>
<li class="listItem"><span class="listText">Every element in the UMotion user interface has a tooltip with short information about the functionality of the related item. If the element has a shortcut applied, it is also displayed in the tooltip.</span></li>
<li class="listItem"><span class="listText">Every action that can be performed in UMotion can have a shortcut assigned (see <a href="MenuBar.html#PreferencesWindow" class="link">Preferences Window</a>). Shortcuts are only triggered when the <a href="ClipEditor.html" class="link">Clip Editor</a>, <a href="PoseEditor.html" class="link">Pose Editor</a> or any Scene View has input focus.</span></li>
<li class="listItem"><span class="listText">Every editing action in UMotion can be undone. The undo entries are stored in Unity's undo/redo system and thus mix with regular undo operations stored by the Unity Editor.</span></li>
<li class="listItem"><span class="listText">Disabling the lightning in the Scene View may improve the visibility of the bones and the animated GameObject (depending on the current scene).</span></li>
<li class="listItem"><span class="listText">UMotion is only executed in the Unity Editor and thus has no direct influence on the published game performance. Inside the editor, the editor windows of UMotion can have influence on the editor and editor play mode performance just like any other visible editor window. In case you discover performance issues during play mode, enable <b>Maximize on Play</b> (see <a href="https://docs.unity3d.com/Manual/GameView.html" class="link">Unity Manual - Game View</a>). This option will hide all editor windows when starting play mode thus saving performance.</span></li>
</ul><h2 class="headline2" id="">Scene View Navigation</h2><p class="textBlock">The default Unity Scene View navigation and tool handling is used: <a href="https://docs.unity3d.com/Manual/SceneViewNavigation.html" class="link">Unity Manual - Scene View Navigation</a></p><p class="textBlock">It has some nice features you may not be aware of that come in handy when doing animations:</p><ul class="listMain">
<li class="listItem"><span class="listText">Holding <span class="keyboardKey">Alt</span> <b>+</b> <span class="keyboardKey">Right Mouse Button</span> allows fine graded zooming (by moving the mouse cursor right or left). This also decreases or increases the step width of the mouse wheel zoom and the mouse sensibility when panning.</span></li>
<li class="listItem"><span class="listText">When using the move, rotate or scale tool, holding <span class="keyboardKey">Control</span> enables snapping. Snapping can be adjusted in Unity by navigating to <b>Edit ➔ Snap Settings...</b>.</span></li>
<li class="listItem"><span class="listText">When using the move tool, holding <span class="keyboardKey">Shift</span> enables the "Free Move Mode". A rectangle appears in the center of the tool handle. By clicking and dragging it lets you move freely through 3D space. This is especially useful when moving the <a href="Constraints.html#InverseKinematics" class="link">Inverse Kinematics</a> handle.</span></li>
<li class="listItem"><span class="listText">While dragging the move, rotate or scale tool <span class="keyboardKey">ESCAPE</span> will abort the current operation and revert changes.</span></li>
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<p class="textBlock" style="float:left">Copyright © 2017 - 2021 Soxware Interactive ALL RIGHTS RESERVED</p>
<p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p>
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